
(Hint: Frozen scritters are not considered 'captured or destroyed.'

THE GREAT MAGICAL HINTS-HIGHLIGHT TO UNEARTH wrote:
Fireflower-Zbot section:
Use the fireflower to kill the chomper.
The Pop isn't necessary, but it's not useful either so you may as well use it when you can.
You need to blink over to the fireflower's line of fire you start on after flashing the z-bot, with Grow on hand, but there's no Floing...
UFO-Scouge section:
Pop a button as you step on it.
UFOs shoot at you even if you're only on the same row or column 1/2 a second.
You can blink off a button on a gate and walk off right away.
Teleporters deactivating slowly take less time to reactivate than the first time...
Turtle-Boomer section:
There's no one right solution, although many involve glitches and decoys.
Floing bubbles can hold different spells going in many directions.
Gates opened and closed in fast sequence don't have time to open fully.
The turtle must go where the moss bridge starts.
A turtle popped up from water under a bridge will turn around if something is in front of it as it leaves.
Kaboom blasts are two units cardinally and one diagonally; TNT is one unit all eight directions.
Killing the scritter:
The Flash is next to useless. Flashed scritters aren't killed.
Being frozen doesn't protect you from death by closed gate.
An object stopped or frozen while sliding on ice will drown after the ice pad melts.
You can use a circle button more than once!